Design Space and Implementation of RAG-Based Avatars for Virtual Archaeology
Wilhelm Kerle-Malcharek, Giulio Biondi, Karsten Klein, Ulf Hailer, Steffen Diefenbach, Fabrizio Grosso, Marco Legittimo, Paola Venuti, Carla Binucci, Giuseppe Liotta, Falk Schreiber

TL;DR
This paper explores the design and implementation of retrieval-augmented generation (RAG) avatars in virtual reality for digital heritage, demonstrating their potential to enhance user engagement and access to archaeological information.
Contribution
It introduces a comprehensive design space for RAG avatars in virtual environments and evaluates their effectiveness in providing cultural heritage information.
Findings
Users perceive low workload when interacting with RAG avatars.
RAG avatars increase topical engagement in virtual archaeology.
The system provides high-quality, on-demand information about heritage objects.
Abstract
Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally reconstructed versions of them, and to enable access to previously unreachable locations for a broader audience. Here, we investigate retrieval-augmented generation (RAG)-based avatars as an interface for accessing further information about digital cultural heritage objects while immersed in dedicated virtual environments. We present a requirement design space that spans the application realm, avatar personality, and I/O modalities. We instantiate it with a RAG system coupled to a conversational avatar in a virtual reality (VR) environment, using the Maxentius mausoleum from the 4th century AD as a case study, through which users gain access to…
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Taxonomy
Topics3D Surveying and Cultural Heritage · Image Processing and 3D Reconstruction · Virtual Reality Applications and Impacts
